/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if OutOverlaps contains any blocking results
bool OverlapMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & InOutOverlaps, const class [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FTransform * pWorldToComponent, const FVector & Pos, const FQuat & Rot, ECollisionChannel TestChannel, const struct [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const